#include "objectrenderer.h"
#include "view.h"
+#include <vector>
+#include <queue>
+#include <stack>
using namespace std;
const char * vert_glsl_file, const char * frag_glsl_file, const char * geom_glsl_file)
: m_type(type), m_shader_program(), m_indexes(), m_buffer_builder(NULL)
{
- m_shader_program.InitialiseShaders(vert_glsl_file, frag_glsl_file, geom_glsl_file);
- m_shader_program.Use();
- glUniform4f(m_shader_program.GetUniformLocation("colour"), 0,0,0,1); //TODO: Allow different colours
+ if (vert_glsl_file != NULL && frag_glsl_file != NULL && geom_glsl_file != NULL)
+ {
+ m_shader_program.InitialiseShaders(vert_glsl_file, frag_glsl_file, geom_glsl_file);
+ m_shader_program.Use();
+ glUniform4f(m_shader_program.GetUniformLocation("colour"), 0,0,0,1); //TODO: Allow different colours
+ }
}
/**
/**
* Default implementation for rendering using CPU
*/
-void ObjectRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
+void ObjectRenderer::RenderUsingCPU(Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
{
Error("Cannot render objects of type %d on CPU", m_type);
//TODO: Render a rect or something instead?
/**
* Rectangle (filled)
*/
-void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
+void RectFilledRenderer::RenderUsingCPU(Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
{
for (unsigned i = 0; i < m_indexes.size(); ++i)
{
if (m_indexes[i] < first_obj_id) continue;
if (m_indexes[i] >= last_obj_id) continue;
PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
+ FloodFillOnCPU(bounds.x+1, bounds.y+1, bounds, target, Colour(0,0,0,1));
+ /*
for (int64_t x = max((int64_t)0, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x)
{
for (int64_t y = max((int64_t)0, bounds.y); y <= min(bounds.y+bounds.h, target.h-1); ++y)
target.pixels[index+3] = 255;
}
}
+ */
}
}
/**
* Rectangle (outine)
*/
-void RectOutlineRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
+void RectOutlineRenderer::RenderUsingCPU(Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
{
//Debug("Render %u outlined rectangles on CPU", m_indexes.size());
for (unsigned i = 0; i < m_indexes.size(); ++i)
/**
* Circle (filled)
*/
-void CircleFilledRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
+void CircleFilledRenderer::RenderUsingCPU(Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
{
for (unsigned i = 0; i < m_indexes.size(); ++i)
{
result.h *= Real(target.h);
return result;
}
+
+ObjectRenderer::PixelPoint ObjectRenderer::CPUPointLocation(const Vec2 & point, const View & view, const CPURenderTarget & target)
+{
+ // hack...
+ Rect result = view.TransformToViewCoords(Rect(point.x, point.y,1,1));
+ int64_t x = Int64(result.x)*target.w;
+ int64_t y = Int64(result.y)*target.h;
+ return PixelPoint(x,y);
+}
+
+
+void BezierRenderer::RenderBezierOnCPU(const Bezier & relative, const Rect & bounds, const View & view, const CPURenderTarget & target, const Colour & c)
+{
+ //const Rect & bounds = objects.bounds[i];
+ PixelBounds pix_bounds(CPURenderBounds(bounds,view,target));
+ //Bezier control(objects.beziers[objects.data_indices[i]].ToAbsolute(bounds),CPURenderBounds(Rect(0,0,1,1), view, target));
+ Bezier control(relative.ToAbsolute(bounds), Rect(0,0,target.w, target.h));
+
+ if (view.ShowingBezierBounds())
+ {
+ ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y, target, Colour(255,0,0,0));
+ ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y+pix_bounds.h, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target, Colour(0,255,0,0));
+ ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x, pix_bounds.y+pix_bounds.h, target, Colour(255,0,0,0));
+ ObjectRenderer::RenderLineOnCPU(pix_bounds.x+pix_bounds.w, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target, Colour(0,255,0,0));
+ }
+ int64_t blen = min(50L,pix_bounds.w);//min(max(2U, (unsigned)Int64(Real(target.w)/view.GetBounds().w)),
+ //min((unsigned)(pix_bounds.w+pix_bounds.h)/4 + 1, 100U));
+
+ // DeCasteljau Divide the Bezier
+ #ifdef BEZIER_CPU_DECASTELJAU
+ queue<Bezier> divisions;
+ divisions.push(control);
+ while(divisions.size() < (uint64_t)(blen))
+ {
+ Bezier & current = divisions.front();
+ //if (current.GetType() == Bezier::LINE)
+ //{
+ // --blen;
+ // continue;
+ //}
+ divisions.push(current.DeCasteljauSubdivideRight(Real(1)/Real(2)));
+ divisions.push(current.DeCasteljauSubdivideLeft(Real(1)/Real(2)));
+ divisions.pop();
+ }
+ while (divisions.size() > 0)
+ {
+ Bezier & current = divisions.front();
+ RenderLineOnCPU(Int64(current.x0), Int64(current.y0), Int64(current.x3), Int64(current.y3), target, c);
+ divisions.pop();
+ }
+ #else
+ Real invblen(1); invblen /= Real(blen);
+
+ Real t(invblen);
+ Vec2 v0;
+ Vec2 v1;
+ control.Evaluate(v0.x, v0.y, 0);
+ for (int64_t j = 1; j <= blen; ++j)
+ {
+ control.Evaluate(v1.x, v1.y, t);
+ RenderLineOnCPU(v0.x, v0.y, v1.x, v1.y, target);
+ t += invblen;
+ v0 = v1;
+ }
+ #endif //BEZIER_CPU_DECASTELJAU
+}
/**
* Bezier curve
* Not sure how to apply De'Casteljau, will just use a bunch of Bresnham lines for now.
*/
-void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
+void BezierRenderer::RenderUsingCPU(Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
{
+ #ifdef TRANSFORM_BEZIERS_TO_PATH
+ return;
+ #endif
+ if (view.PerformingShading())
+ return;
+
//Warn("Rendering Beziers on CPU. Things may explode.");
for (unsigned i = 0; i < m_indexes.size(); ++i)
{
if (m_indexes[i] < first_obj_id) continue;
if (m_indexes[i] >= last_obj_id) continue;
- const Rect & bounds = objects.bounds[m_indexes[i]];
- PixelBounds pix_bounds(CPURenderBounds(bounds,view,target));
-
- Bezier control(objects.beziers[objects.data_indices[m_indexes[i]]].ToAbsolute(bounds),CPURenderBounds(Rect(0,0,1,1), view, target));
- //Debug("%s -> %s via %s", objects.beziers[objects.data_indices[m_indexes[i]]].Str().c_str(), control.Str().c_str(), bounds.Str().c_str());
- // Draw a rectangle around the bezier for debugging the bounds rectangle calculations
- /*
- ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y, target, Colour(1,0,0,1));
- ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y+pix_bounds.h, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target, Colour(0,1,0,1));
- ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x, pix_bounds.y+pix_bounds.h, target, Colour(1,0,0,1));
- ObjectRenderer::RenderLineOnCPU(pix_bounds.x+pix_bounds.w, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target, Colour(0,1,0,1));
- */
- // Draw lines between the control points for debugging
- //ObjectRenderer::RenderLineOnCPU((int64_t)control.x0, (int64_t)control.y0, (int64_t)control.x1, (int64_t)control.y1,target);
- //ObjectRenderer::RenderLineOnCPU((int64_t)control.x1, (int64_t)control.y1, (int64_t)control.x2, (int64_t)control.y2,target);
-
-
-
- Real x[2]; Real y[2];
- control.Evaluate(x[0], y[0], Real(0));
- //Debug("target is (%lu, %lu)", target.w, target.h);
- int64_t blen = 100;
- //blen = min(max((int64_t)2, (int64_t)(target.w/view.GetBounds().w)), (int64_t)100);
-
- Real invblen(1); invblen /= blen;
- //Debug("Using %li lines, inverse %f", blen, Double(invblen));
- for (int64_t j = 1; j <= blen; ++j)
- {
- control.Evaluate(x[j % 2],y[j % 2], invblen*j);
- ObjectRenderer::RenderLineOnCPU((int64_t)Double(x[0]),(int64_t)Double(y[0]), (int64_t)Double(x[1]),(int64_t)Double(y[1]), target);
- }
-
- /*
- Real u(0);
- while (u < Real(1))
+ Colour c(0,0,0,255);
+ if (view.ShowingBezierType())
{
- u += Real(1e-6);
- Real x; Real y; control.Evaluate(x,y,u);
- int64_t index = ((int64_t)x + (int64_t)y*target.w)*4;
- if (index >= 0 && index < 4*(target.w*target.h))
+ switch (objects.beziers[objects.data_indices[m_indexes[i]]].GetType())
{
- target.pixels[index+0] = 0;
- target.pixels[index+1] = 0;
- target.pixels[index+2] = 0;
- target.pixels[index+3] = 255;
- }
+ case Bezier::LINE:
+ break;
+ case Bezier::QUADRATIC:
+ c.b = 255;
+ break;
+ case Bezier::SERPENTINE:
+ c.r = 255;
+ break;
+ case Bezier::CUSP:
+ c.g = 255;
+ break;
+ case Bezier::LOOP:
+ c.r = 128;
+ c.b = 128;
+ break;
+ default:
+ c.r = 128;
+ c.g = 128;
+ break;
+ }
}
- */
-
+ Rect bounds = view.TransformToViewCoords(objects.bounds[m_indexes[i]]);
+ Bezier & bez = objects.beziers[objects.data_indices[m_indexes[i]]];
+ RenderBezierOnCPU(bez, bounds, view, target, c);
}
}
-void BezierRenderer::PrepareBezierGPUBuffer(const Objects& objects)
+void BezierRenderer::PrepareBezierGPUBuffer(Objects & objects)
{
m_bezier_coeffs.SetType(GraphicsBuffer::BufferTypeTexture);
m_bezier_coeffs.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
m_bezier_coeffs.Resize(objects.beziers.size()*sizeof(GPUBezierCoeffs));
BufferBuilder<GPUBezierCoeffs> builder(m_bezier_coeffs.Map(false, true, true), m_bezier_coeffs.GetSize());
-
+
for (unsigned i = 0; i < objects.beziers.size(); ++i)
{
const Bezier & bez = objects.beziers[i];
-
GPUBezierCoeffs coeffs = {
Float(bez.x0), Float(bez.y0),
Float(bez.x1), Float(bez.y1),
};
builder.Add(coeffs);
}
+
m_bezier_coeffs.UnMap();
glGenTextures(1, &m_bezier_buffer_texture);
glBindTexture(GL_TEXTURE_BUFFER, m_bezier_buffer_texture);
void BezierRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id)
{
+
if (!m_shader_program.Valid())
Warn("Shader is invalid (objects are of type %d)", m_type);
glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(2*first_index*sizeof(uint32_t)));
}
+
+
/**
- * Render Group (shading)
+ * Render Path (shading)
*/
-void GroupRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
+void PathRenderer::RenderUsingCPU(Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
{
+
+
for (unsigned i = 0; i < m_indexes.size(); ++i)
{
if (m_indexes[i] < first_obj_id) continue;
if (m_indexes[i] >= last_obj_id) continue;
- Rect bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
- PixelBounds pix_bounds(bounds);
-
- Colour c(0.5,0.5,1,1);
- // make the bounds just a little bit bigger
- pix_bounds.x--;
- pix_bounds.w++;
- pix_bounds.y--;
- pix_bounds.h++;
- /*
- ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y, target, c);
- ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y+pix_bounds.h, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target, c);
- ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x, pix_bounds.y+pix_bounds.h, target, c);
- ObjectRenderer::RenderLineOnCPU(pix_bounds.x+pix_bounds.w, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target, c);
- */
- // Attempt to shade the region
- // Assumes the outline has been drawn first...
- for (int64_t y = max((int64_t)0, pix_bounds.y); y <= min(pix_bounds.y+pix_bounds.h, target.h-1); ++y)
+ Path & path = objects.paths[objects.data_indices[m_indexes[i]]];
+ Rect bounds(CPURenderBounds(path.GetBounds(objects), view, target));
+ PixelBounds pix_bounds(bounds);
+
+ if (view.ShowingFillPoints())
{
- bool inside = false;
- bool online = false;
- for (int64_t x = max((int64_t)0, pix_bounds.x); x <= min(pix_bounds.x+pix_bounds.w, target.w-1); ++x)
+
+ PixelPoint start(CPUPointLocation((path.m_top+path.m_left+path.m_right+path.m_bottom)/4, view, target));
+ for (unsigned f = 0; f < path.m_fill_points.size(); ++f)
{
- int64_t index = (x+target.w*y)*4;
- if (target.pixels[index+0] == 0 && target.pixels[index+1] == 0 && target.pixels[index+2] == 0 && target.pixels[index+3] == 255)
- {
- online = true;
- continue;
- }
- else if (online)
- {
- inside = !inside;
- online = false;
- }
+ PixelPoint end(CPUPointLocation(path.m_fill_points[f], view, target));
+ RenderLineOnCPU(start.first, start.second, end.first, end.second, target, Colour(0,0,255,0));
+ }
+ }
+
+ #ifndef TRANSFORM_BEZIERS_TO_PATH
+ if (!view.PerformingShading())
+ continue;
+ for (unsigned b = path.m_start; b <= path.m_end; ++b)
+ {
+ Rect & bbounds = objects.bounds[b];
+ Bezier & bez = objects.beziers[objects.data_indices[b]];
+ BezierRenderer::RenderBezierOnCPU(bez,bbounds,view,target,path.m_stroke);
+ }
+ #else
+ // Outlines still get drawn if using TRANSFORM_BEZIERS_TO_PATH
+ for (unsigned b = path.m_start; b <= path.m_end; ++b)
+ {
+ Colour stroke = (view.PerformingShading()) ? path.m_stroke : Colour(0,0,0,255);
+ // bezier's bounds are relative to this object's bounds, convert back to view bounds
+ Rect bbounds = objects.bounds[b];
+ bbounds.x *= objects.bounds[m_indexes[i]].w;
+ bbounds.x += objects.bounds[m_indexes[i]].x;
+ bbounds.y *= objects.bounds[m_indexes[i]].h;
+ bbounds.y += objects.bounds[m_indexes[i]].y;
+ bbounds.w *= objects.bounds[m_indexes[i]].w;
+ bbounds.h *= objects.bounds[m_indexes[i]].h;
+ bbounds = view.TransformToViewCoords(bbounds);
+ //Debug("Bounds: %s", objects.bounds[m_indexes[i]].Str().c_str());
+ //Debug("Relative Bez Bounds: %s", objects.bounds[b].Str().c_str());
+ //Debug("Bez Bounds: %s", bbounds.Str().c_str());
+
+ Bezier & bez = objects.beziers[objects.data_indices[b]];
+
+ BezierRenderer::RenderBezierOnCPU(bez,bbounds,view,target, stroke);
+ }
+ if (!view.PerformingShading())
+ continue;
+ #endif
+
+
+ if (pix_bounds.w*pix_bounds.h > 100)
+ {
+ vector<Vec2> & fill_points = path.FillPoints(objects, view);
+ Debug("High resolution; use fill points %u,%u", pix_bounds.w, pix_bounds.h);
+ for (unsigned f = 0; f < fill_points.size(); ++f)
+ {
+ PixelPoint fill_point(CPUPointLocation(fill_points[f], view, target));
- if (inside)
+ FloodFillOnCPU(fill_point.first, fill_point.second, pix_bounds, target, path.m_fill, path.m_stroke);
+ }
+ }
+ else
+ {
+ Debug("Low resolution; use brute force %u,%u",pix_bounds.w, pix_bounds.h);
+ int64_t y_min = max((int64_t)0, pix_bounds.y);
+ int64_t y_max = min(pix_bounds.y+pix_bounds.h, target.h);
+ int64_t x_min = max((int64_t)0, pix_bounds.x);
+ int64_t x_max = min(pix_bounds.x+pix_bounds.w, target.w);
+ for (int64_t y = y_min; y < y_max; ++y)
+ {
+ for (int64_t x = x_min; x < x_max; ++x)
{
- target.pixels[index+0] = c.r*255;
- target.pixels[index+1] = c.g*255;
- target.pixels[index+2] = c.b*255;
- target.pixels[index+3] = c.a*255;
+ Rect pb(path.SolveBounds(objects));
+ Vec2 pt(pb.x + (Real(x-pix_bounds.x)/Real(pix_bounds.w))*pb.w,
+ pb.y + (Real(y-pix_bounds.y)/Real(pix_bounds.h))*pb.h);
+ if (path.PointInside(objects, pt))
+ {
+ FloodFillOnCPU(x, y, pix_bounds, target, path.m_fill, path.m_stroke);
+ }
}
}
}
-
-
}
}
+
+
+
/**
* For debug, save pixels to bitmap
*/
SDL_FreeSurface(surf);
}
+
+
+
/**
* Bresenham's lines
*/
int64_t width = (transpose ? target.h : target.w);
int64_t height = (transpose ? target.w : target.h);
- uint8_t rgba[4];
- rgba[0] = 255*colour.r;
- rgba[1] = 255*colour.g;
- rgba[2] = 255*colour.b;
- rgba[3] = 255*colour.a;
-
if (x0 > x1)
{
x = x1;
// TODO: Avoid extra inner conditionals
do
- {
+ {
if (x >= 0 && x < width && y >= 0 && y < height)
{
int64_t index = (transpose ? (y + x*target.w)*4 : (x + y*target.w)*4);
- for (int i = 0; i < 4; ++i)
- target.pixels[index+i] = rgba[i];
+ target.pixels[index+0] = colour.r;
+ target.pixels[index+1] = colour.g;
+ target.pixels[index+2] = colour.b;
+ target.pixels[index+3] = colour.a;
}
-
if (p < 0)
p += two_dy;
else
} while (++x <= x_end);
}
+
+void ObjectRenderer::FloodFillOnCPU(int64_t x, int64_t y, const PixelBounds & bounds, const CPURenderTarget & target, const Colour & fill, const Colour & stroke)
+{
+ // HACK to prevent overflooding (when the fill points for a path round to the pixel outside the boundary)
+ // (I totally just made that term up...)
+ Colour c = GetColour(target, x+1, y);
+ if (c == fill || c == stroke)
+ return;
+ c = GetColour(target, x-1, y);
+ if (c == fill || c == stroke)
+ return;
+ c = GetColour(target, x, y+1);
+ if (c == fill || c == stroke)
+ return;
+ c = GetColour(target, x, y-1);
+ if (c == fill || c == stroke)
+ return;
+
+ // The hack works but now we get underflooding, or, "droughts".
+
+
+ queue<PixelPoint > traverse;
+ traverse.push(PixelPoint(x,y));
+ // now with 100% less stack overflows!
+ while (traverse.size() > 0)
+ {
+ PixelPoint cur(traverse.front());
+ traverse.pop();
+ if (cur.first < 0 || cur.first < bounds.x || cur.first >= bounds.x+bounds.w || cur.first >= target.w ||
+ cur.second < 0 || cur.second < bounds.y || cur.second >= bounds.y+bounds.h || cur.second >= target.h)
+ continue;
+ c = GetColour(target, cur.first, cur.second);
+ if (c == fill || c == stroke)
+ continue;
+
+ SetColour(target, cur.first, cur.second, fill);
+
+ //Debug("c is {%u,%u,%u,%u} fill is {%u,%u,%u,%u}, stroke is {%u,%u,%u,%u}",
+ // c.r,c.g,c.b,c.a, fill.r,fill.g,fill.b,fill.a, stroke.r,stroke.g,stroke.b,stroke.a);
+
+ traverse.push(PixelPoint(cur.first+1, cur.second));
+ traverse.push(PixelPoint(cur.first-1, cur.second));
+ traverse.push(PixelPoint(cur.first, cur.second-1));
+ traverse.push(PixelPoint(cur.first, cur.second+1));
+ }
+}
+
+ObjectRenderer::PixelBounds::PixelBounds(const Rect & bounds)
+{
+ x = Int64(Double(bounds.x));
+ y = Int64(Double(bounds.y));
+ w = Int64(Double(bounds.w));
+ h = Int64(Double(bounds.h));
+}
+
}